public ServerReadyCheckManager(ModdableChessGame game, float timeOutPeriod) { game.AddTicking(this); this.timeOutPeriod = timeOutPeriod; connections = new List <ConnectionData>(); serverInfo = game.Components.Get <ServerInformation>((int)ComponentKeys.ServerInformation); game.Components.Get <ServerInformation>((int)ComponentKeys.ServerInformation).Connection.EnterStateMessenger.Subscribe( new SimpleListener <int>((s) => CheckServerConnection())); }
public ServerController(ModdableChessGame game) { game.AddTicking(this); info = game.Components.GetOrRegister <ServerInformation>((int)ComponentKeys.ServerInformation, ServerInformation.Create); ClearServerInfo(); game.Components.Register((int)ComponentKeys.Server_Callbacks, this); game.Components.GetOrRegister <Query <bool, StartHostCommand> >((int)ComponentKeys.StartHostCommand, Query <bool, StartHostCommand> .Create) .Handler = StartHost; game.Components.GetOrRegister <Command>((int)ComponentKeys.StopHostCommand, Command.Create) .Handler = StopHost; info.Connection.EnterStateMessenger.Subscribe(new SimpleListener <int>((s) => UnityEngine.Debug.LogError(string.Format("{0}: Server connection change {1}", game.TickCount, (ServerConnectionState)s)))); disconnectNextFrame = new Queue <int>(); //new ReconnectionServerManager(game); //new ServerReadyCheckManager(game); //new ServerLoadingErrorManager(game); }